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dc.contributor.authorStrengert, Magnusen_US
dc.contributor.authorKlein, Thomasen_US
dc.contributor.authorErtl, Thomasen_US
dc.contributor.editorMark Segal and Timo Ailaen_US
dc.date.accessioned2013-10-28T10:17:34Z
dc.date.available2013-10-28T10:17:34Z
dc.date.issued2007en_US
dc.identifier.isbn978-3-905673-47-0en_US
dc.identifier.issn1727-3471en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGGH/EGGH07/081-088en_US
dc.description.abstractThe enormous flexibility of the modern GPU rendering pipeline as well as the availability of high-level shader languages have led to an increased demand for sophisticated programming tools. As the application domain for GPU-based algorithms extends beyond traditional computer graphics, shader programs become more and more complex. The turn-around time for debugging, profiling, and optimizing GPU-based algorithms is now a critical factor in application development which is not addressed adequately by the tools available. In this paper we present a generic, minimal intrusive, and application-transparent solution for debugging OpenGL Shading Language programs, which for the first time fully supports GLSL 1.2 vertex and fragment shaders plus the recent geometry shader extension. By transparently instrumenting the shader program we retrieve information directly from the hardware pipeline and provide data for visual debugging and program analysis.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.4 [Computer Graphics]: Graphics Utilities - Software Support I.3.8 [Computer Graphics]: Methodology and Techniques - Languages D.2.5 [Software]: Software Engineering - Testing and Debuggingen_US
dc.titleA Hardware-Aware Debugger for the OpenGL Shading Languageen_US
dc.description.seriesinformationSIGGRAPH/Eurographics Workshop on Graphics Hardwareen_US


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